tenkokuModule.weather_cloudAltoStratusAmt = 0.1; tenkokuModule.weather_cloudCirrusAmt = 0.2; tenkokuModule.weather_cloudCumulusAmt = 0.5; tenkokuModule.weather_OvercastAmt = 0.0; tenkokuModule.weather_cloudScale = 1.0; tenkokuModule.weather_cloudSpeed = 0.2; tenkokuModule.weather_RainAmt = 0.0; tenkokuModule.weather_SnowAmt = 0.0; tenkokuModule.weather_FogAmt = 0.0; tenkokuModule.weather_WindAmt = 0.3; tenkokuModule.weather_WindDir = 180.0;Or you can setup and trigger the automatic(random) weather generator...the below will turn on the auto weather, set the weather pattern to play for 5 minutes, and set the between-pattern transition to about 10 seconds. However it's best to also set a boolean variable (below called randomizePattern) so that you can force a new pattern update when you want to.

tenkokuModule.weatherTypeIndex = 1; tenkokuModule.weather_autoForecastTime = 5.0; tenkokuModule.weather_TransitionTime = 0.1; if (randomizePattern){ randomizePattern = false; tenkokuModule.weather_forceUpdate = true; }You can also set the tracking camera from code...The below code snippet will allow you to change the currently tacked camera by setting the "useCamera" variable. This is useful if you need to switch between multiple cameras during your game, or if you instantiate your player/camera from code.

I'm eventually going to be doing a C# conversion, but this is still a few months away at least. In the meantime I'm sure I can build in better access from C# scripts.... I've had a couple requests for this in the past few days already... and hopefully I'll have a better solution for you soon. Stay Tuned!

I also vote for a C# version. The problem is you cannot move Tenkoku into the Standard Assets folder. Tenkoku accesses C# image effects which are in that same folder! I think I have to resort to writing a Javascript that interfaces between my C# classes and Tenkoku.

OK, there's a new function in version 1.0.4(available now!) that allows you to use SendMessage with Tenkoku variables from C#. Please take a look at the documentation pdf (page 12) for more information on this. http://www.tanukidigital.com/tenkoku/documentation

You can use the the internal boolean variables below:.autoTimeSync.autoDateSync

They are set to 'false' by default but you should be able to access them using the same methods described in the docs on code access.

For advancing time, you first need to set the boolean .autoTime variable to 'true', and then you need to set the time compression amount (float) with .timeCompression. a value of 1.0 is equal to realtime and a higher value is a multiplier...2 is twice as fast as realtime. 200 is 200 times as fast as realtime, etc. You can also do decimal values to slow down to (0.5 for half speed) and can also use negative values to "rewind" time.

Yes, I believe it should. Setting the .autoTimeSync variable to true should override the autotime and timecompression. It essentially just reads the current time from the computer and locks it in step to that. Same goes for the .autoDateSync.

Actually you won't be able to access these variables through the SendMessage function. These particular variables haven't been setup to work with SendMessage, unlike the time/date variables. I can add these in for the next update.

Otherwise could move the "SCRIPTS" folder into a folder called "Assets/Standard Assets", this should allow you to access the js variables via C# for now.